Grand Theft Auto: Vice City - The Leftovers Fix(An original idea by SpooferJahk)

For some reason Rockstar Games ported Grand Theft Auto: Vice City from PlayStation 2 to the PC platform with a potato and because that, the game has lost features and has missing things which has been seen first time in PS2. This mod will restore them with little modifications and some improvements by our part.

If you don't know what I'm speaking about, I recommend watching these Videos first.

Fixed police station garage doors being white
Fixed bush collision in Starfish island
Fixed Teatro De Bell collision and cliping stairs behind it
Removed clipping part of curb by entrance to Diaz mansion complex
Fixed texturing of one of boat parking in Haiti
Fixed flying posters in Ryton Aide
Fixed flying plants near Diaz mansion and palm near Malibu club
Fixed collision of crane in docks (p.s. it became trap)
Added collision to fence in stadium
Moved generic.col from GTA3.IMG archive to vc\models\coll to actually apply fixes
Changed Skumole Shack windows to match PS2 version
Changed player9 and csplay9 textures to match each other
Fixed white texture of shadows on ship
Fixed collision of drug store in little havana and flying presription poster there
Added handles to Vic Vance's suitcase
Fixed Sunshine Auto Fences
Fixed path in front of VCN building
Fixed collision of Love fist poster
Fixed collision of road sings near Cherry Popper Ice Cream company
Fixed collision of Prawn Island mansions
Fixed collision of fire hydrant and sidewalk in Little Havana
Added collision of barrier on Prawn island
Fixed collision of wall in Downtown
Added collision for lamps of helipad in Downtown
Fixed collision in docks for path
Added collision to part of wall on Prawn island
Fixed rotation of sings near airport
Fixed gap on Starfish Island's bridge
Changed the material for man_grnd3.dff from concrete to mud
Added missing mesh to Hangar and wooden dock at the airport
Fixed the roof of the Cherry Popper
Fixed invisible walls of garage of Little Havana
Fixed lamp post positions around map
Fixed 2 barriers positions in Little Haiti
Fixed carpet texturing in Malibu club
Fixed collision of path near bank to be less grassy and more concrete
Fixed mall parking
Fixed graffity on buildings on Prawn Island
Restored black color of handles on suitcases in Docks cutscene to match PS2
Restored pillar of one salmonish building in Ocean Beach based on collision
Fixed ap_seaplanehanger1.dff (hangar) texture mapping
Fixed Vegetation vertex color: labiggrass.dff
labiggrass01.dff
labiggrass02.dff
nhaitiplnt14.dff
nhaitiplnt15.dff
Added missing face to nbt_hotel05.dff
Fixed misssing reflection for the pool using model above
Changed material around the pool above
Added missing face in seveneleven.dff
Fixed texture mapping in lhroofst07.dff
Fixed Avery's construction LOD always appearing
Better draw distance for top part of building near malibu
Better draw distance for Cherry Popper's interior
Added missing face to pool in movie studios
Fixed an untextured part and flipped some faces in Cherry Popper
Added missing faces to mansion
Fixed one way seeable fence near police station in Washington
Fixed one way seeable fence on building near mall
Opened Ken's and Martha's eyes on ig models
Changed beta race map to final one
Fixed neck color on Sgb and wmypi
Fixed missing parts and textures in Cherry popper
Fixed mid-air parts, missing stairs and lights on VCN building
Fixed destroyed Trojan's Vooodo mission interior being loaded with normal after mission
Fixed gap in man_frntstep.dff
Fixed Z-Fighting in Mansion1_A.dff
Fixed wrong texture in miamiland175.dff
Fixed UV mapping in lhavroad2.dff
Removed part of miamiland180 visible in hardware shop
Fixed wrong rgb on already fixed miamiland180.dff and miamiland037.dff
Fixed shadows in strip club
Added wmysk.dff new pair of rolles
Added 2dfx light in Downtown where they should be

Updated 18/03/2016
Added alpha on Rock City's glass back to match PS2 version (again duh)
Restored missing pool with bar near Vice City Inside Track
Fixed disco light for third time
Fixed construction site LOD always appearing on broken one
Changed one wire on dynamite from red to blue to have red and blue wires on dynamite
Changed brick texture on Printworks to match PS2 and also restored there alpha texture on windows
Fixed another missing part of road in downtown
Fixed large road signs not being lit
Changed Ocean Bay Marina to Vice City Marina to match PS2
Changed Elbee Chemists to Beale Chemist
Fixed Billboard not being lit in night and restored their lights in airport area
Changed Landstalker license plate from III to VC
Fixed badly placed aircon units along Ocean Drive
Fixed junction box section on road by the Hooker Inn
Fixed some sunken plants around hotel and one tree which was placed under the road
Fixed fixed glasses on Ken, Hilary and Doris
Fixed Mr. Vercetti outfit
Fixed reflection of the floor inside Vercetti Estate
Fixed reflection of the floor inside the bank
Restored Dispensary Vice Point window
Edited windows in Sunshine Autos a bit
Removed 2 added palms from Rafael's
Edited Vertex color of the vegetation inside the bank (hall, manager's office and 2nd floor) and Vercetti Estate
Corrected LODlBd1,2 and 3
Fixed scarbuildglas
Edited Texture glass_fence_64hv

Updated 17/11/2015
Fixed one random texture in haiti (haiticent.dff)
Fixed missing face on green building in Little Haiti (miamiland171.dff)
Fixed appearing lods in docks and downtown, when they shouldn't
Fixed Cuban Hermes collision - the damages to the right door went to the left door.
Fixed texture mapping on Cuban Hermes
Fixed Rio rotor
Flatbed is now colorable like on PS2
Fixed missing yellow stripes on pizza boy
Fixed Ammu nations windows in downtown (this time for real guyz)
Fixed Ocean View hotel shadows being actually shadows and not just simple missing face
Fixed Sunshine Autos bended glass
Fixed cut top of fence near Malibu
Fixed vegetation in front of Malibu club and in Movie studios
Added missing windows to food store near North Point Mall
Fixed signs and other object in and around airport
Fixed fences by Sunshine Autos with grass on concrete
Fixed opaque window in Cherry Popper factory
Fixed shadowing in one building where French courier escapes
Fixed fans in Tommys hotel room, which were completely untextured
Removed a bit of wall under bridge to Prawn Island
Mall roof is now semi-transparent like on PS2
Fixed textureless fence around upper floor of building used in "Loose Ends"
Changed "George's Bug" aircon to original PS2 "Frietrieh" one (litthabg1.txd only, others already have this)
Added LOD billboards around map
Fixed hole in Hyman Condos garages
Fixed dirt being seeable on hotel in Ocean drive only when too close
Added concrete tower to LOD building in Downtown to match nonLOD model and also to support 2DFX lights
Fixed Lances cop in-game texture having closed eyes
Fixed Cortezs yacht speeder not having collision at all
Fixed one deformed wall on Standing Vice Point
Added VCPR and KCHAT in better quality

fixed walk_fat so the left arm doesn't twitch between the first and last frames
replaced the death animation for getting shot in the stomach with one converted from GTA 3, as it looks more visually interesting
fixed RIFLE_fire so the last frame matches up with the idling animation and the weapon doesn't slide out of Tommy's left hand
fixed one frame in the minigun/flame thrower animation where tommy's arms twitch to the left
imported some animations from PS2 including the weapon idling stances, some woman walking animations, and the middle finger gesture which now an "up yours!" instead
created a new idle animation for the rocket launcher, so it matches the others and isn't just one plain pose
fixed one of the death animations so the last frame is exactly the same pose as a normal corpse and isn't off
replaced one of the jogging animations as they were originally both identical, female joggers now jog like in san andreas
added an idle animation to the knife so it isn't just one pose, made using the fist-fighting stance
modified the talking, head-scratching, taxi-hailing, and waiting animations so the legs can move independently, allowing for peds to scratch their heads while running or talk to each other while roller skating in place
replaced the female idling stance with one converted from GTA3
added finger movements to a handful of animations that lacked them, for the head-scratching animation you can actually see their fingers move up and down!
modified some animations to reduce leg-jiggling
run-stopping animations have been redone, they are now based on sprint_civi instead of run_civi and the transition to the idling animation has been made smoother
the pistol-firing animation for cops has been changed so it isn't identical to the python one, the legs now stay in one place

DISCLAIMER: All modifications have been tested and are working correctly, but anyway I don't take any responsibility for damage that may appear after or while installing of one of the various modifications. Install at your own risk.

Inadequate

Other thing, I think is not a bug but would be nice if gets fixed on some aspect. The Auntie Poulet model has wrong lipstick on PC and uses the PS2 clothes (if i'm not wrong with this), if you can or anybody port the PS2 model to PC would be perfect.

Other thing, I think is not a bug but would be nice if gets fixed on some aspect. The Auntie Poulet model has wrong lipstick on PC and uses the PS2 clothes (if i'm not wrong with this), if you can or anybody port the PS2 model to PC would be perfect.

That might be in the PS2 TXD file for her, I will look into the PS2 files and see if I can ultimately replace it .

EDIT: Found her TXD from my PS2 copy and working on testing it to see if it worked. This will come in the next update if I can HOPEFULLY get the map errors fixed. If not, I will release it as another update before the map fixes happen.

Mr. Jago

been snooping around my PS2 disc's files and found some of the textures/models shown in the video plus some more. here's a pack with some conversions made using THE HERO's wonderful toolset, might be missing some stuff as it's a lot to keep track of. includes:

country club golf ball statues (gf_hedge1.txd, lower-res than the PC texture so it may need touching up/remaking)

Japanese tourist with skin-colored camera on PC (jmoto.txd)

original Jocksport signage, though I think there's still a few more I need to find (dts_shops.txd, nbchdrtrack.txd, nbtshopfronts02.txd)

Vice Point Langer (od_chariot.txd)

Carnicero Romero with Hilary Briss portrait (funhiati.txd, missing the accompanying building model as I don't know the name of it)

Reefer model with extra colored bit

golf tee flags (gf_flagstees1-6.dff, textures are in the PC version already)

Ammunation window sign (mall_ammuwin.dff, textures are in the PC version already)

original weapon models and textures, includes full-quality HUD textures (some models may not be different)

green store block (od_bigshops2.txd, also lower-res)

"uncensored" laundromat phone number (litthabg1.txd, also lower-res)

different girly mags/posters used in some interior in Little Haiti (LH_PWInterior.txd, also lower-res)

all of the txds are in straight 32-bit format so if you wanted to use them as a mod you'd have to make them compatible (through compression, 8pp, etc), or set up a new img using gta_vc.dat and add them to that, then delete the files in gta3.img. this is because for whatever reason, vice city doesn't like uncompressed textures in gta3.img and will refuse to make them appear in game. I wouldn't recommend it though as the game doesn't apply texture filtering under certain conditions for reasons I don't understand, so it looks wonky unless it's hud stuff.

I know the weapon models will work fine just inserted in-game, but I don't know about the others so use them at your own risk. I tried doing something like this before and I know for sure that the golf flags are riddled with flipped faces, so those are definitely going to need toying with in a modelling program. damn, now I want to try getting 3ds max on this dinky laptop. I think I may start polishing some of this stuff up, god help me

SpooferJahk

been snooping around my PS2 disc's files and found some of the textures/models shown in the video plus some more. here's a pack with some conversions made using THE HERO's wonderful toolset, might be missing some stuff as it's a lot to keep track of. includes:

country club golf ball statues (gf_hedge1.txd, lower-res than the PC texture so it may need touching up/remaking)

Japanese tourist with skin-colored camera on PC (jmoto.txd)

original Jocksport signage, though I think there's still a few more I need to find (dts_shops.txd, nbchdrtrack.txd, nbtshopfronts02.txd)

Vice Point Langer (od_chariot.txd)

Carnicero Romero with Hilary Briss portrait (funhiati.txd, missing the accompanying building model as I don't know the name of it)

Reefer model with extra colored bit

golf tee flags (gf_flagstees1-6.dff, textures are in the PC version already)

Ammunation window sign (mall_ammuwin.dff, textures are in the PC version already)

original weapon models and textures, includes full-quality HUD textures (some models may not be different)

green store block (od_bigshops2.txd, also lower-res)

"uncensored" laundromat phone number (litthabg1.txd, also lower-res)

different girly mags/posters used in some interior in Little Haiti (LH_PWInterior.txd, also lower-res)

all of the txds are in straight 32-bit format so if you wanted to use them as a mod you'd have to make them compatible (through compression, 8pp, etc), or set up a new img using gta_vc.dat and add them to that, then delete the files in gta3.img. this is because for whatever reason, vice city doesn't like uncompressed textures in gta3.img and will refuse to make them appear in game. I wouldn't recommend it though as the game doesn't apply texture filtering under certain conditions for reasons I don't understand, so it looks wonky unless it's hud stuff.

I know the weapon models will work fine just inserted in-game, but I don't know about the others so use them at your own risk. I tried doing something like this before and I know for sure that the golf flags are riddled with flipped faces, so those are definitely going to need toying with in a modelling program. damn, now I want to try getting 3ds max on this dinky laptop. I think I may start polishing some of this stuff up, god help me

Looks like there is more missing than I thought... dang. Well dang, didn't think the PC version of Vice City had this much cut from the PS2 version.

Mr. Jago

Looks like there is more missing than I thought... dang. Well dang, didn't think the PC version of Vice City had this much cut from the PS2 version.

I swear, looking through the files of both the PS2 and PC makes me think that the PC version was made using mostly outdated assets, instead of the missing stuff simply being omissions. the PC version has tons more unused models and many different things have inconsistencies and errors that were already cleared up in the PS2 release. the only time it has newer stuff is when it had to be changed for legal reasons (like the Ruger and phone number). that being said, this project has a lot going for it. if we extended to sound and text then we could also include the original Flash FM and the audio for The Driver, as well as roll back the weapon names to their PS2 counterparts. should be pretty easy though, it's mostly grunt work

SpooferJahk

Looks like there is more missing than I thought... dang. Well dang, didn't think the PC version of Vice City had this much cut from the PS2 version.

I swear, looking through the files of both the PS2 and PC makes me think that the PC version was made using mostly outdated assets, instead of the missing stuff simply being omissions. the PC version has tons more unused models and many different things have inconsistencies and errors that were already cleared up in the PS2 release. the only time it has newer stuff is when it had to be changed for legal reasons (like the Ruger and phone number). that being said, this project has a lot going for it. if we extended to sound and text then we could also include the original Flash FM and the audio for The Driver, as well as roll back the weapon names to their PS2 counterparts. should be pretty easy though, it's mostly grunt work

I also wonder if that was the result of Vice City being built on GTA III's PC port by any chance. I mean the GTA III leaves, newspapers, and even fire effect were left in the game so it could have been a rushed port. It came out the year after it's initial PS2 release by a fairly short margin so maybe Rockstar was rushed a bit with getting all the assets ported into the PC version. Even with the features kind of removed it still is a solid version of the game at least, much better than sh*te ports like Saints Row 2 where playing it on the console is practically mandatory unlike here where it is just recommended if fixes were not available.

Inadequate

been snooping around my PS2 disc's files and found some of the textures/models shown in the video plus some more. here's a pack with some conversions made using THE HERO's wonderful toolset, might be missing some stuff as it's a lot to keep track of. includes:

country club golf ball statues (gf_hedge1.txd, lower-res than the PC texture so it may need touching up/remaking)

Japanese tourist with skin-colored camera on PC (jmoto.txd)

original Jocksport signage, though I think there's still a few more I need to find (dts_shops.txd, nbchdrtrack.txd, nbtshopfronts02.txd)

Vice Point Langer (od_chariot.txd)

Carnicero Romero with Hilary Briss portrait (funhiati.txd, missing the accompanying building model as I don't know the name of it)

Reefer model with extra colored bit

golf tee flags (gf_flagstees1-6.dff, textures are in the PC version already)

Ammunation window sign (mall_ammuwin.dff, textures are in the PC version already)

original weapon models and textures, includes full-quality HUD textures (some models may not be different)

green store block (od_bigshops2.txd, also lower-res)

"uncensored" laundromat phone number (litthabg1.txd, also lower-res)

different girly mags/posters used in some interior in Little Haiti (LH_PWInterior.txd, also lower-res)

all of the txds are in straight 32-bit format so if you wanted to use them as a mod you'd have to make them compatible (through compression, 8pp, etc), or set up a new img using gta_vc.dat and add them to that, then delete the files in gta3.img. this is because for whatever reason, vice city doesn't like uncompressed textures in gta3.img and will refuse to make them appear in game. I wouldn't recommend it though as the game doesn't apply texture filtering under certain conditions for reasons I don't understand, so it looks wonky unless it's hud stuff.

I know the weapon models will work fine just inserted in-game, but I don't know about the others so use them at your own risk. I tried doing something like this before and I know for sure that the golf flags are riddled with flipped faces, so those are definitely going to need toying with in a modelling program. damn, now I want to try getting 3ds max on this dinky laptop. I think I may start polishing some of this stuff up, god help me

Anybody can compress this to get work in PC, without creating other .IMG

I found a member that gave me the .3ds files,today i'll remap correctly the pc dffs